Skip to main content

Table 3 Integrated findings

From: Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study

Integrated domains

Summary

Social support

Actual support provided by staff, peers, family and carers

Fun, enjoyment and confidence building

Intervention needs to be engaging and interesting to develop mastery, which is confidence building

Motivation and self-monitoring

Self-monitoring progress is a motivator for attendance

Accessibility and delivery in community mental health care context

Facilitating physical activity through exergaming is accessible, acceptable and valued in a community mental health setting.